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AFK drain/heal + Multis are killing the game!

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Since my original post was completely ignored by the devs, I'll post it again.

I started playing again a few months ago, having been away since 2020. And honestly, I saw a lot of positive changes in the game, but one in particular made me think a lot. Until 2020, it was rare to see someone using multiple accounts simultaneously in wars. But now, when the war broke out on my server (Asia 1), it became very clear how much using multiple accounts gives an absurd advantage to anyone, since the system helps a lot, especially those who use tank dinos.

I think that in addition to banning multiple multi accounts, a new system should be thought of to disadvantage those who drain/heal AFK (since most of the time, this is how multis are used).

I propose something along the lines of: If a player stands still draining/healing, with 15 (or 10 idk) seconds of inactivity, he stops HEALING/DRAINING, and then with 30 seconds of inactivity, he starts to receive a vulnerability buff, taking 2x/4x the normal damage. This can help solve some multi-account problems, since these players often use multiple accounts on different computers, just to drain/heal.

Before anyone asks, yes, I have recorded and will report any player with strange movements during PvP, such as, shooting while standing still, one account only moving while the other stops, typical AFK draining/healing even with the person seeing you (you just arrived on the portal). All of these behaviors can indicate possible multi-account, but the support team is the one who says this through their investigations.

What if this is only being used by someone who went to drink water or answer a call (as mentioned in my last post)? A: Great! Honestly, this will only discourage those who do it and won't punish anyone who shouldn't be punished by losing their account.

I saw some disagreeing with my idea, as it would kill the game's gameplay/population. But what's the point of someone leveling up, getting to full level 55 (with cybers), buying and doing Q10 (like me) if a fake multiplayer account can and does the same work???

Will this result in people using macros and Alt+Tab to switch windows? YES! But this makes life much more difficult and drains computing power (which isn't much for DS players). The real correct thing would be to just ban/punish the players who do this, but since this has been abused for a long time, I propose this change.

I'm very aware that this won't end AFK drain, but at least it will make life MUCH harder for those who abuse this mechanic.

Do you agree? What else should be done?
 

V01D

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Will this result in people using macros and Alt+Tab to switch windows? YES! But this makes life much more difficult and drains computing power (which isn't much for DS players).
I’ve seen people run more than two accounts simultaneously using virtual machines, especially because the game only works on Windows. It’s easy to set up, and combined with macros, this will definitely be abused a few days after the update when inactivity draining kicks in.

As I mentioned before, the dev's didn’t read the first post, and they probably won’t read this one either. They’ve responded to many questions about the gate/buff change, and this is the result.
 

thiago portes

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Since my original post was completely ignored by the devs, I'll post it again.

I started playing again a few months ago, having been away since 2020. And honestly, I saw a lot of positive changes in the game, but one in particular made me think a lot. Until 2020, it was rare to see someone using multiple accounts simultaneously in wars. But now, when the war broke out on my server (Asia 1), it became very clear how much using multiple accounts gives an absurd advantage to anyone, since the system helps a lot, especially those who use tank dinos.

I think that in addition to banning multiple multi accounts, a new system should be thought of to disadvantage those who drain/heal AFK (since most of the time, this is how multis are used).

I propose something along the lines of: If a player stands still draining/healing, with 15 (or 10 idk) seconds of inactivity, he stops HEALING/DRAINING, and then with 30 seconds of inactivity, he starts to receive a vulnerability buff, taking 2x/4x the normal damage. This can help solve some multi-account problems, since these players often use multiple accounts on different computers, just to drain/heal.

Before anyone asks, yes, I have recorded and will report any player with strange movements during PvP, such as, shooting while standing still, one account only moving while the other stops, typical AFK draining/healing even with the person seeing you (you just arrived on the portal). All of these behaviors can indicate possible multi-account, but the support team is the one who says this through their investigations.

What if this is only being used by someone who went to drink water or answer a call (as mentioned in my last post)? A: Great! Honestly, this will only discourage those who do it and won't punish anyone who shouldn't be punished by losing their account.

I saw some disagreeing with my idea, as it would kill the game's gameplay/population. But what's the point of someone leveling up, getting to full level 55 (with cybers), buying and doing Q10 (like me) if a fake multiplayer account can and does the same work???

Will this result in people using macros and Alt+Tab to switch windows? YES! But this makes life much more difficult and drains computing power (which isn't much for DS players). The real correct thing would be to just ban/punish the players who do this, but since this has been abused for a long time, I propose this change.

I'm very aware that this won't end AFK drain, but at least it will make life MUCH harder for those who abuse this mechanic.

Do you agree? What else should be done?
 

Xx EL LOBO xX

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the whole point of the update series was making alliances less dominant but now they are bigger than they ever was, some problems can be easily solved but they decide to ignore them. its very likely they will ignore this too
 

Highway

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It is not easy to solve without it beeing tricked again. The only thing that would make it less static around sites would be to spawn a certain beacon after each seconds that must be destroyed on order to drain/heal the site again.
 

Mr Lucas190

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It is not easy to solve without it beeing tricked again. The only thing that would make it less static around sites would be to spawn a certain beacon after each seconds that must be destroyed on order to drain/heal the site again.
It's not the best solution, but it would help as long as it doesn't become tedious.
 

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It is not easy to solve without it beeing tricked again. The only thing that would make it less static around sites would be to spawn a certain beacon after each seconds that must be destroyed on order to drain/heal the site again.
Do it
 

OrionZG

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It is not easy to solve without it beeing tricked again. The only thing that would make it less static around sites would be to spawn a certain beacon after each seconds that must be destroyed on order to drain/heal the site again.
But if you're interested, here are some other solutions 👍

  • From time to time, bandits could appear to “steal” resources from the building, but in reality it would be an excuse to force AFK or multi-account players to die or interact with the area.
  • Alternatively, small beacons (mini drones?) could spawn periodically and attack you, forcing players to destroy them.
  • Or, as has been suggested before, after a few seconds of being AFK, you start losing health through a burn-type effect.
 

slejd2001

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  • From time to time, bandits could appear to “steal” resources from the building, but in reality it would be an excuse to force AFK or multi-account players to die or interact with the area.
  • Alternatively, small beacons (mini drones?) could spawn periodically and attack you, forcing players to destroy them.
What about adding feature where clans can buy/hire such guards with dino dollars? This would add more variety to the game. There could be several levels like with yield. To balance things maybe sites could have less health or health would be drained faster.
 

OrionZG

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What about adding feature where clans can buy/hire such guards with dino dollars? This would add more variety to the game. There could be several levels like with yield. To balance things maybe sites could have less health or health would be drained faster.
That will only hurt the attackers.
 

NazzaFire

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But if you're interested, here are some other solutions 👍

  • From time to time, bandits could appear to “steal” resources from the building, but in reality it would be an excuse to force AFK or multi-account players to die or interact with the area.
  • Alternatively, small beacons (mini drones?) could spawn periodically and attack you, forcing players to destroy them.
  • Or, as has been suggested before, after a few seconds of being AFK, you start losing health through a burn-type effect.
I think bandits spawning to attack could create a different, more active gameplay, around gates, and these bandits could drop medals
 

V01D

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It is not easy to solve without it beeing tricked again. The only thing that would make it less static around sites would be to spawn a certain beacon after each seconds that must be destroyed on order to drain/heal the site again.
In some servers there are not that many attackers and this change will make sure there are non at all. If the attacker, beside fighting 20 enemies, also has to destroy a beacon what is even the point of draining when you can't get anything anyway.
 

LEVIATHAN GRANDZILLA

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Do anything but LEAVE the claim towers ALONE, bandits already spawn there and hell NO players will be fighting gold bandits and also tower bandits!!!!
 

LEVIATHAN GRANDZILLA

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Or maybe leave the drain/heal system as it is cuz it's better than what was in past...

What if doing something to prevent multi acc drain/heal from players in fact actually destroys the entire drain/heal system for everyone in the game collectively just for the sake of preventing a small loophole??

There are more unknown variables to look at before deciding this than just preventing a small stuff as it will have negative impacts on OVERALL gameplay for EVERYONE.

Imagine 5+ players of different/same clans hitting beacons in a same circle of towers for the sake of preventing AFK rather than KILLING EACHOTHER for the tower so beacon is not right thing to have..

ITS NOT ACCURATELY RATIONAL THING.

My opinion: kill the afk players and take the tower, it's their fault if they go AFK.

Just my thoughts btw.
 
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Sunshine..

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In some servers there are not that many attackers and this change will make sure there are non at all. If the attacker, beside fighting 20 enemies, also has to destroy a beacon what is even the point of draining when you can't get anything anyway.
Okay, so suggest a solution.
 

Xx EL LOBO xX

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afk draining is a consequence of not being able to hold gates. if i cant hold the gates why even bother defending myself while i drain? I can just stay afk while draining just to annoy the alliance
 

Xx EL LOBO xX

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I have many suggestions that can help to have a fun game. because honestly as defender there is literally nothing to do besides hunting and this can go on for months until there is an actual good amount of enemies to have fun..

my first suggestion is greatly reducing the amount of fame gates produce. Right now each gate produces approximately 100k every 24 hours, i would reduce it to 50k or so. this would make winning elections possible for players that are not in gate-holder clans.
the amount of time you have to spend farming gold bandits is exagerated. people prefer being in a clan with gates and upgrade their stuff while they wait for their clan to help them, and this makes most players group in gate holder clans.

with this suggestion comes another idea, that would help in making alliances less powerful. anyone who has played in ame1-ame4-eu1 (populated servers) knows that at peak of population, players decide to have much more clans than before the updates for the election rotations, they used to be 5 and 6 at most, now they can go up to 8 and there is no one on the 'enemy side'. this happens because there are too many seats and its very quick for clans to win elections even if they share gates with much others. Reducing the amount of seats for the most important elections (marshall deputy governor) will increase the competition between clans for having quicker elections.
With these ideas applied we can have neutral and enemy players winning elections, and enemy clans who can 'steal' elections more often
 

Xx EL LOBO xX

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I have many suggestions that can help to have a fun game. because honestly as defender there is literally nothing to do besides hunting and this can go on for months until there is an actual good amount of enemies to have fun..

my first suggestion is greatly reducing the amount of fame gates produce. Right now each gate produces approximately 100k every 24 hours, i would reduce it to 50k or so. this would make winning elections possible for players that are not in gate-holder clans.
the amount of time you have to spend farming gold bandits is exagerated. people prefer being in a clan with gates and upgrade their stuff while they wait for their clan to help them, and this makes most players group in gate holder clans.

with this suggestion comes another idea, that would help in making alliances less powerful. anyone who has played in ame1-ame4-eu1 (populated servers) knows that at peak of population, players decide to have much more clans than before the updates for the election rotations, they used to be 5 and 6 at most, now they can go up to 8 and there is no one on the 'enemy side'. this happens because there are too many seats and its very quick for clans to win elections even if they share gates with much others. Reducing the amount of seats for the most important elections (marshall deputy governor) will increase the competition between clans for having quicker elections.
With these ideas applied we can have neutral and enemy players winning elections, and enemy clans who can 'steal' elections more often
a different path is completely killing alliances with a new 'buff' system, but instead of giving damage reduction it grants inmunity to any other players that are not part of the clan conflict.
in this situation, a group of players drain a gate and at the exact time the gate is drained the attackers and defenders receive a status effect that makes any other player outside of these clans unable to attack them. this only works for each gate and the status effect only disappears when the gates have been healed
 

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I'm really liking the suggestions, especially this beacon system.

- I also propose that, since there's already a system to log out an account when you log into the SAME SERVER with two accounts simultaneously, this system should be used to have an "automatic" ban, initially for one day (since there can be errors), 14 days, 2 x 30 days, and then permanent.

- The message that should appear would be something like: "You used two accounts on the same server and therefore received a one-day ban. If you believe this was a mistake, please contact support."

- I'm proposing this because the system ALREADY EXISTS. I imagine it wouldn't be that difficult to bypass this system, but this would already greatly reduce AFK drain/heal.
 

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I was talking to my clanmates. A cool solution is to use the existing golden bandits (instead of the beacons proposed by @Highway), having them spawn every 30 seconds according to the highest level of the attacker/defender. Then, when you have a conflict (attacker + defender) at the same portal, the bandits stop spawning or disappear. This would still generate some active fame (by killing the golden bandits) and would stop the AFK attack/heal.
 

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I was talking to my clanmates. A cool solution is to use the existing golden bandits (instead of the beacons proposed by @Highway), having them spawn every 30 seconds according to the highest level of the attacker/defender. Then, when you have a conflict (attacker + defender) at the same portal, the bandits stop spawning or disappear. This would still generate some active fame (by killing the golden bandits) and would stop the AFK attack/heal.
I like this
 

V01D

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Okay, so suggest a solution.
I don't have one, I can only share my point of view on ideas of others about this topic. If alting is really a problem then they should add a solution for that issue, and avoid touching the drain mechanics for normal accounts.
 

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Vários jogadores fazem isso e não são banidos, principalmente pessoas da aliança. Dá pra perceber que, quando alguém vai drenar sozinho, muitas vezes só tem um jogador do clã inimigo online, mas usando duas contas: uma fica parada só curando enquanto a outra vai até o portal que está sendo drenado.


Além disso, hoje mesmo vi dois jogadores compartilhando conta para fazer missão em AFK o dia inteiro, o que também é irregular.


Essas práticas acontecem com frequência e parecem ser ignoradas, enquanto apenas algumas acabam sendo denunciadas.
 
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_Leonardo_

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Vários jogadores fazem isso e não são banidos, principalmente pessoas da aliança. Dá pra perceber que, quando alguém vai drenar sozinho, muitas vezes só tem um jogador do clã inimigo online, mas usando duas contas: uma fica parada só curando enquanto a outra vai até o portal que está sendo drenado.


Além disso, hoje mesmo vi dois jogadores compartilhando conta para fazer missão em AFK o dia inteiro, o que também é irregular.


Essas práticas acontecem com frequência e parecem ser ignoradas, enquanto apenas algumas acabam sendo denunciadas.

View attachment 50902
Deixa eu ver se entendi, você chegou na conclusão que as pessoas dessa imagem estão usando duas contas ao mesmo tempo, só por elas estarem paradas no portal? Parabéns pela mente brilhante, Einstein :ROFLMAO:

Até onde eu conheço das regras, não é proibido ficar AFK, e sim, utilizar ferramentas externas para isso.

O objetivo desse post é remover a vantagem quando um atacante/defensor está AFK e eu apoio totalmente, enquanto for possível drenar portais AFK de anky/brachi, todos vão fazer isso, pois agora são necessários vários para matar apenas um(culpa do buff) :sweatgrinning:

Ah, só para concluir, minha ACC nunca tomou ban, já você ou alguns membros do seu clã não podem dizer o mesmo... ;) (e o motivo do ban é o mesmo que ele está tentando denunciar, que hipocrisia, não?)
 

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Percebi também que você quis tentar se esconder, no print com F11 ocultou seu nome e no fórum não adicionou seu nick...


Mas como vi você passando ontem, eu sei seu nick... :censored:


Estou com uma dúvida sincera, se os devs conseguir buscar os acessos e IPs da sua ACC, será que vão encontrar algo? :unsure::confused:

Mas prefiro ficar curioso, jamais desejaria algo assim para você. :angel:

Atenciosamente, seu colega. :giggle:
 
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